This is a simple series of linked games set within the context of a larger struggle. Our protagonists (above) are part of the army of the Democratic Republic of the North-West. Their opponents are as always the Brotherhood. I will include below the rules which govern which scenario is played and the book-keeping.
CAMPAIGN RULES
The player takes a patrol of five infantry, including a leader. He also starts with a pool of 6 food and 5 cells. These are cached somewhere before combat. Whenever a figure gets an ‘out of ammo’ roll one is deducted from the number of cells. Then each turn follow these steps.
1 Roll D100 for the scenario. This must be fought out regardless of the odds, although after shots are fired the player can attempt to withdraw from the table if the scenario appears unwinnable. The roll will define what the scenario is, whether the player is attacker or defender, and what strength the enemy is. Also roll for weather; on a 6 there is either a dust storm, rad storm or toxic mud (p77) with equal chances of each.
2 Assess results. The player either wins or loses. Withdrawing after contact counts as losing.
3 Assess losses. Figures lost are assessed as on p.73 of the MDRG rules. Those who survived or ran are okay. Those Gruesome killed are dead. For others, those on the losing side are dead, those on the winning side must roll. No automatic replacements are obtained.
4 Supplies. Survivors consume food as on p. 73 of the rules. Limited amounts of food and ammo may be brought up by runners. This depends on whether the player lost or won the scenario – success is reinforced, and the runners may not be able to find a squad which has fallen back. After a win, roll 2D6-2 for food and 1D6+1 for cells. After a loss, roll 1D6 for food and 1D6 for cells. If the player remains in control of the field dead enemies can be searched and are assumed to have one cell and one food each on their bodies plus on a roll of 4,5,6 one grenade. As supplies are scarce it will be hard to hold a large squad together.
5 Replacements. After winning a scenario 1D6-3 new recruits join the squad. After losing a scenario 1D6-4 new recruits join the squad. They will have basic stats and weapons and no skills; however roll 1D6 for each and on a 6 they have a skill from the Skills table.
Light opposition is a Leader with 2D6-4 riflemen.
Medium opposition is a Leader with 2D6 riflemen.
Strong opposition is a Leader with 3D6 riflemen.
If the enemy have 8 or more riflemen they have one rotary gunner in addition.
If they have 15 or more riflemen they have two rotary gunners in addition.
Medium opposition is a Leader with 2D6 riflemen.
Strong opposition is a Leader with 3D6 riflemen.
If the enemy have 8 or more riflemen they have one rotary gunner in addition.
If they have 15 or more riflemen they have two rotary gunners in addition.
STATS
Democratic Republic of the North-West
Jareth Verdurin Political officer Q2+ C2 Leader, Pistol
Corvin Scout Q3+C2 Stealth, Assault rifle
Thomassen Artificer Q3+ C2 Gunsmith, Assault rifle
Whittaker Rifleman Q3+ C2 Sharpshooter, Assault Rifle
De Marco Rifleman Q3+ C2 Sharpshooter, Assault Rifle
Brotherhood of Steel
Leader Q2+ C2 Leader, Pistol
Rifleman Q3+ C2 Assault Rifle, Frag Grenade
Gunner Q3+ C2 Rotary Gun, Frag Grenade
Assault Gunner Q3+ C2 Rotary Gun, Heavy Armour, Frag Grenade
Democratic Republic of the North-West
Jareth Verdurin Political officer Q2+ C2 Leader, Pistol
Corvin Scout Q3+C2 Stealth, Assault rifle
Thomassen Artificer Q3+ C2 Gunsmith, Assault rifle
Whittaker Rifleman Q3+ C2 Sharpshooter, Assault Rifle
De Marco Rifleman Q3+ C2 Sharpshooter, Assault Rifle
Brotherhood of Steel
Leader Q2+ C2 Leader, Pistol
Rifleman Q3+ C2 Assault Rifle, Frag Grenade
Gunner Q3+ C2 Rotary Gun, Frag Grenade
Assault Gunner Q3+ C2 Rotary Gun, Heavy Armour, Frag Grenade